About this mod
Turns the kitchen stove into a functional activator, that requires power to produce happiness...
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Another small portion of my ongoing overhaul project, that turns the whole settlement and building objects concept into a harsh, unforgiving but functional gameplay environment. This particular mod is taking away the bare "decorative" appearance of kitchen stoves, by slapping a power connector on the model, turning the stove into an activator, and requiring power in order to produce happiness for the settlement.
In my overhaul project the stove is also a "kitchen" build prerequisite, and without it you can not build anything kitchen, or cooking related, except the grills and fireplaces. However, for complex recipes you actually would need a kitchen stove because I doubt anyone can produce magic on a simple grill. A grill is suffice for a Barbecue Alpha Male, but for a real Chef Wizard, that's more like an idiot sandwich. Lucky for you the whole "hardcore" aspect is not part of this little excerption.
What do we need?
Base game only.
Can we have menu interaction?
Theoretically yes. But that's not part of my concept because there are already 3 different variants available. Maybe something like this would be part of the overhaul, but then I would need to limit the otherwise easily accessible fireplaces, grills, and dlc stoves. In my overhaul it's so that you can only use the fireplace and grill to make very basic food, without the kitchen stove. Additionally food that has only very low nutrition value is available on those grills/fireplaces. In order to make the good and highly nutritional food, you will need the kitchen stove as "base layer" in order to be allowed to build the DLC kitchen stove.
Details?
1. the stove model has a power connector added, so that you will need to power the stove in order to make use of the bonus happiness. A script will check if the power is turned off or on, and of course the "workshopObjectScript" is also added to the stoves to make sure it's properly working within the settlement environment
2. the form list that is used to build those stoves have the standard static object removed, and replaced with the activator variant
3. the cobj(constructible object) recipe has been given a description, so that you know the stove will produce 5 happiness
4. conflicts in xEdit with UFOP fixes were integrated
Will this be updated?
Most likely not, since it is only a small part of my overhaul project, and naturally I can't be bothered to support multiple releases of one and the same feature.
But why do you release it then?
Because I figure there are people that would like the concept, maybe not like big overhauls, and maybe use this concept to build their own "functional" settlement objects.
Precombovisibilitybines?
Wait. Did your mum just doubted my integrity?
I want to report a bug!
Use the comment section.